Blind is a series of dreams of a girl who lost her sight in an accident.Main feature: most objects in the game are black, therefore it is impossible to distinguish between a floor or a wall, the ladder or a hole. Space is defined by rain, that, by colliding with objects, creates an unstable, but interesting image of the world.

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Here I would like to write a little about the idea of a "Blind", what I want it to be, and why the hell is it raining there all the time) Well, Blind is my attempt to express blindness via art. Some time ago my friend told me about her sister, who lost sight, but managed to deal with it and move on, living a full life. it stuck in my head. One time I was experimenting with Unity, trying to see what I can and can't do. I made a room where everything was pitch black, no matter how much light sources there was. So I got thinking, how can I show the space to the player, without really changing anything. I'm not sure how i came to the idea of the rain, but it worked.
The rain is the representation of limited perception of the world. When you touch an object with your eyes closed, you can't see the color, texture. But you feel the form drawing it in your mind with each touch. Rain allows Player to... blindly touch the world around him, making him see only form, but not anything else. This way Player is robbed of his/her usual visual elements, like contrast, clear borders etc. This limitation forces Player to experience the new way of looking at the world via gameplay, not just a story. The whole idea is kinda similar, as found out recently, to the rain scene from "Daredevil" movie, only I don't have that much budget and am trying to make it interactive)
I chose the dreams theme, because it allows to explain the rain without science fiction or magic, and also allows me to paint the only and main character via the levels that Player goes through.
I am currently working on the trailer and another, polished version of the first demo. The trailer will be ready in a week, I hope, maybe sooner. I have to finish the demo first.

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This is one of the most interesting concepts I've come across - it's like nothing I've seen(ironically appropriate for a game titled Blind). I'm tracking and I'll try the demo now. Good luck with development, but I'm curious if you could tell me how you came up with the idea for this project.

Yeah, it works, though I have a question about the progress itself...I get to some big wide stairs and then a path that zig-zags to another tree, but the platform doesn't go anywhere...there is another tree(to the left of where you entered this platform and far away), but I don't see any way to it...Other than that, this is just beautiful!

Try throwing balls there, especially the second type, that leaves the bright dust trail on the ground.. They will help you... see where to jump.
The is no rain there, which means that something is blocking it above, so you are practically blind there. Ingame it forces you to use other methods of defining the space, like throwing balls. Here it is just a crude example, but that is the idea.

Oh, okay, but I don't know how to throw balls...is there a readme I haven't found that explains the controls? If not can you tell me what they are, besides jumping with space and rain with q? Sorry for the trouble :)

No, trust me, I am happy with every comment)
The controls... yeah, perhaps I should have included the readme file... I just wrote them in the description of the download. But here is a copy)
wasd - movement.
1/2/3 - choosing the ball to throw.
Left mouse button - throw a bouncing ball.
Right mouse button - throw a rolling ball.
f - deselect a ball, to prevent an accidental throw.
q - start the rain.
e - stop the rain.
z - teleport to the starting position if you fall.
The longer you hold the mouse button - the stronger you will throw the ball. There's no limit in this version)

Yeah it all works...just one more thing...this is more of a suggestion if I may...for the next demo(or the full game) are you thinking of adding a "save&load" system. It would really help, considering I'm at a place where I'm falling a lot, but it's far from the start. And thanks again for the controls help...I am having a lot of fun playing this. :)

I am glad to hear it) I have added a checkpoint system in the second demo, so it should get easier. Not exactly a save - load, but it is easier to edit during the development, to be honest. Maybe I will add a save/load in a final release.